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Author Topic: What's going on in your fort?  (Read 6093752 times)

Libash_Thunderhead

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Re: What's going on in your fort?
« Reply #46335 on: February 24, 2016, 09:01:08 am »

Oh, just found my new liaison was an Axedwarf called Libash Lancemoon. She brought news about a site called Ruledarmor was conquered by The Stupid Poisons.

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martinuzz

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Re: What's going on in your fort?
« Reply #46336 on: February 24, 2016, 09:47:24 am »

Oh nice! A dwarf got posessed and made an right gauntlet. I already had an artifact left gauntlet.
My champion is wearing a giant armadillo bone left gauntlet, and an aluminum right gauntlet now haha.
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cochramd

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Re: What's going on in your fort?
« Reply #46337 on: February 24, 2016, 10:55:56 am »

Oh, just found my new liaison was an Axedwarf called Libash Lancemoon. She brought news about a site called Ruledarmor was conquered by The Stupid Poisons.
......it's possible for a dwarf to have Sailormoon as their last name, isn't it?

Anyhow, Frostrim: I've learned that I can actually fit 2 crops of quarry bushes into my cave wheat/quarry bush cycle, which is great because holy shit do quarry bushes produce a lot of food. However, the seed cap is still at 200, and my farms are 10x10. Since every crop pair contains a crop that is planted twice in one cycle, I can't plant doubles of any pair. For now, I'm going to have my 4th farm do just cave wheat, then when I want to start producing paper I'll switch it to doing pigtails in spring and summer then plump helmets in autumn and winter.

The first set of giant polar bear triplets has grown up and been trained for war, and a pair of twins have been born. Excellent. Testing (some on purpose, some accidental) has shown that giant war polar bears will literally rip trolls to pieces in battle. I have also attained "expert" in elk training. With no further reason to keep them around (muskoxen and giant muskoxen are the real stars of the show around here) I slaughtered all the trained adults, leaving only the fawns and domestic adults.

A goblin siege came by and murdered 3 dogs, but my traps took vengeance for them. It wasn't a very large siege, only 20-30. Come to think of it, all my sieges have been a bit on the small side. Perhaps the cold temperatures and savage wildlife are killing off the invaders on their way here. After all, I AM surrounded by glaciers on the world map.

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.
That's what I was doing too, but then I started to ramp up production and buy out caravans. However, I just got told that my Trade Depot is inaccessible and cannot discern way, so that just might be a non-issue now.

Have you used "D" to check depot access? It'll show green for every tile that can get to your depot, and red for tiles that are blocked. Each tile is assumed to be the center of a 3x3 wagon, so even if there is a 1-tile wide green path, there is access. The most common cause of blocked access is trees growing and blocking it.  Especially now that we get tree-splosions after a few years. Boulders (the little ∞ infinity sign you get outside, not chunks of stone you have mined) also block wagons, but they don't appear after you've started. I've gotten in the habit of building a 3-tile wide paved roads to the edge of the map from my depot, just to make sure the path stays open.
It's embarrassing that I forgot that I could do that. I checked, and apparently a 3 tile wide hallway with a wall on one side and traps on the other is only considered a 1 tile wide hallway by caravans. I guess I'm just never going to trade ever again (or at least not for quite some time), because it would take a hell of a lot of work to fix my issue. Funny thing is, some of the "blocked" areas have been "blocked" for a long time, but that didn't stop the wagons before.
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Button

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Re: What's going on in your fort?
« Reply #46338 on: February 24, 2016, 11:32:11 am »

Oh, just found my new liaison was an Axedwarf called Libash Lancemoon. She brought news about a site called Ruledarmor was conquered by The Stupid Poisons.
......it's possible for a dwarf to have Sailormoon as their last name, isn't it?

Nope, Sail isn't a word, much less Sailor.
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Sanctume

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Re: What's going on in your fort?
« Reply #46339 on: February 24, 2016, 12:02:50 pm »

I browsed "Hobbits" yesterday and decided to abandon "Hobbitton" challenge, and start a more generic "Hallflings" (hall flings, close enough to halflings) challenge. 

I will probably save scum / restart on this map until I get a feel on what challenges I can do.  I found a nice embark spot, no aquifer, with a river.
The most fun part is that there are 4 tower neighbors along with the elf, human and goblins. 

This time, I chose to "enable autolabor," so I did not worry about who will mine, chop wood, etc--this seems to be working ok. 

Each of the founding 7 has +3 in a weapon skill, +2 Student, +1 Discipline, and some mix of Dodger, Armor User and Shield.  My chosen commander has +3 Teacher. 

Keas were the most threat, and it takes a while to get some roof up to the 2nd floor--yeah I'm doing 1 based + up to 2z levels above ground at most.

Autumn arrives and around 10 undead siege, and I lost 1 sword founder.  I did embark with iron weapons, but no armor.  And this is 42.05, so pre-nerf zombies. 

Dug down so I can make tombs in a stone layer.  Now I'm contemplating of getting magma to the surface forges sooner.

I should make some trap hallways and try to catch necro for science and fun later.

cochramd

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Re: What's going on in your fort?
« Reply #46340 on: February 24, 2016, 02:35:44 pm »

Oh, just found my new liaison was an Axedwarf called Libash Lancemoon. She brought news about a site called Ruledarmor was conquered by The Stupid Poisons.
......it's possible for a dwarf to have Sailormoon as their last name, isn't it?

Nope, Sail isn't a word, much less Sailor.
So what you're saying is they might when Toady makes boats a thing?

The weirdest thing happened: the human and dwarven caravans came, and wagons strolled right down the "impassable" hallway! Problem solved, I guess. Maybe it was the pressure plates I used to have set up that was blocking them?
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LoSboccacc

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Re: What's going on in your fort?
« Reply #46341 on: February 24, 2016, 02:40:40 pm »

lost in under a year to a siege. didn't recall the combat to be so brutal, it used to be possible for a couple untrained squad swarm the first goblin ragtag.

also, all weapon traps missed a lot. need to pack up a better mechanic next time
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khearn

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Re: What's going on in your fort?
« Reply #46342 on: February 24, 2016, 02:59:48 pm »

The weirdest thing happened: the human and dwarven caravans came, and wagons strolled right down the "impassable" hallway! Problem solved, I guess. Maybe it was the pressure plates I used to have set up that was blocking them?

Yeah, traps definitely block wagon access. I often do something like this:
Code: [Select]
top view:

##########
#O   O####
#     ####
#Depot####
#     ####
#O   O####
##   #####
##      ##
##      ##
##      ##
##^##   ##
##^##   ##
        ##
Entry   ##
        ##
##########

So the wagons have a trap-free passage, but goblins will take the trap-filled shortcut. I usually make it a bit bigger, with more room for traps, actually.
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Scorch

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Re: What's going on in your fort?
« Reply #46343 on: February 24, 2016, 03:02:30 pm »

I'm struggling with a decision. I spent a lot of effort drawing up new fortress plans for The Halls of Silence, including choosing its symbol, writing down the preferences of its starting seven (for sarcophagi), and a great deal of time designating rooms, only to discover that my only metal ore is galena. Despite choosing a site with shallow and deep metal, it looks like it's all galena.

My military is armored in the bronze that I brought the ores for on embark, but that's just two swordsdwarves (and one of them is missing a breastplate). I know goblinite is a thing, and I could probably tolerate it if I had even copper ores on my map, but just galena? No.

I've made my decision. I'm going to shelve this world and make a new one.
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...and have a fortress protected by weaponized killer trousers. No need for an army. When goblins arrive, just deploy the pants.

NJW2000

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Re: What's going on in your fort?
« Reply #46344 on: February 24, 2016, 03:31:03 pm »

My dancer is not actually dancing, while my sole metalcrafter is socializing so much with our four guests that she won't build the smelter. Other than that, the meager tavern is going well.
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Bradders

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Re: What's going on in your fort?
« Reply #46345 on: February 24, 2016, 03:49:01 pm »

My dancer is not actually dancing, while my sole metalcrafter is socializing so much with our four guests that she won't build the smelter. Other than that, the meager tavern is going well.

Architects/masons build smelters, not metalcrafters, they do forges.  :x
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46346 on: February 24, 2016, 03:54:15 pm »

I could've sworn you needed an architect first, THEN a metalworker.
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cochramd

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Re: What's going on in your fort?
« Reply #46347 on: February 24, 2016, 03:55:26 pm »

Guess who just caught himself a cyclops? Since it's over twice the size of any of my giant war polar bears, I've deemed him too dangerous to use as part of my defense system, so one day he's going to become a permanent guest in my tavern.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46348 on: February 24, 2016, 03:58:35 pm »

Guess who just caught himself a cyclops? Since it's over twice the size of any of my giant war polar bears, I've deemed him too dangerous to use as part of my defense system, so one day he's going to become a permanent guest in my tavern.

Well that, and they can't be tamed. :V
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Kneenibble

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Re: What's going on in your fort?
« Reply #46349 on: February 24, 2016, 04:11:54 pm »

Architects/masons build smelters, not metalcrafters, they do forges.  :x

If it's made out of a metal bar, it needs a metalcrafter or smith, or I think even a furnace operator can do it.  The same with any designed building -- after the architect designs it, the material determines the labour needed to finish its construction.
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